At 16:46 10/10/2006, you wrote:
hi all,
i have a geode with a geometry-node in my scene which has attached
an osg::PrimitiveSet::QUADS.
i put a tga-texture on that quad using a osg::stateset. if i use a
tga-texture with a background i can see the whole quad in my scene (a square).
but then i wanted to change the texture to a texture without a
background (alpha-blending?!) i did this but now i cant see my quad
in the scene anymore even though i checked - it exists. what is
wrong? how is it possible to put a texture on a quad which does has
a background so i just a the actual shape of the content of the
image not the quad shape...
here is what i did:
// specify texture
dtCore::RefPtr<osg::Texture2D> shoeTex = new osg::Texture2D;
// protect from being optimized away as static state:
shoeTex->setDataVariance(osg::Object::DYNAMIC);
// load an image by reading a file:
dtCore::RefPtr<osg::Image> shoeImg = osgDB::readImageFile( texName );
if (!shoeImg.get())
{
std::cout << " couldn't find texture, quiting." << std::endl;
}
// Assign the texture to the image we read from file:
shoeTex->setImage(shoeImg.get());
// Create a new StateSet with default settings:
dtCore::RefPtr<osg::StateSet> stateOne = new osg::StateSet();
stateOne->setMode( GL_BLEND, osg::StateAttribute::ON );
// Assign texture unit 0 of our new StateSet to the texture
// enable the texture.
stateOne->setTextureAttributeAndModes(0, shoeTex.get(),
osg::StateAttribute::ON);
geode->setStateSet(stateOne.get());
thanks in advance.
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